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SceneAssetRefs

Defined in: asset/discoverAssets.ts:36

Every asset a scene references, bucketed by declared type — the input to releasing what a document acquired.

Pre-1.0: the type vocabulary follows the loader registry.

byType: Map<string, Set<string>>

Defined in: asset/discoverAssets.ts:37


dragonBones: SpineAssetRef[]

Defined in: asset/discoverAssets.ts:62

Skeleton/atlas pairs posed by DragonBones.


rawByType: Map<string, Set<string>>

Defined in: asset/discoverAssets.ts:46

The same buckets keyed by the RAW serialized ref (pre-resolution). Loaders whose registry is keyed by what the COMPONENT carries (anim clips: SpriteAnimator.clip / Animator states hold the serialized ref) must be driven by the raw ref, so load-time aliasing can bind the raw ref to the resolved registration — a realm whose resolver returns absolute URLs would otherwise register under keys no component uses.


rawFor: Map<string, string>

Defined in: asset/discoverAssets.ts:53

Resolved path → the RAW ref it came from (first spelling wins; several refs can name one asset). Lets a caller that must bucket by resolved path — the handle maps are keyed that way — still load through the authored ref, which is the spelling per-asset lookups (texture import settings) are keyed by.


spines: SpineAssetRef[]

Defined in: asset/discoverAssets.ts:60

Skeleton/atlas pairs posed by SPINE. Split from dragonBones because the two are loaded by different runtimes: a pair handed to the wrong one is parsed by a parser that cannot read it, and fails as “unsupported version” rather than as the routing mistake it is.


unresolved: string[]

Defined in: asset/discoverAssets.ts:68

Refs seen during discovery that could not be resolved to a path (e.g. unknown UUID). Callers surface this to the user so missing assets don’t silently turn into texture handle 0.